5D Chess With Multiverse Time Travel similar games & best alternatives
5D Chess With Multiverse Time Travel
2020
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Quick resume
It's the first ever chess variant with spatial, temporal, and parallel dimensions. It's 5D Chess With Multiverse Time Travel! Move pieces back in time to create branching timelines. Send a rook to a parallel dimension. Protect your kings in the present and in the past!
Global score
97/100
Genres
Indie, Turn-based strategy (TBS), Strategy, Puzzle
Similar games
Pros
- Unique and innovative multidimensional chess mechanics
- High intellectual challenge and strategic depth
- Engaging puzzles and mental stimulation
- Long, immersive gameplay sessions
- Strong community support for learning
Cons
- Extremely high complexity and steep learning curve
- Can cause mental fatigue and frustration
- Limited multiplayer population
- Lack of narrative or story content
- Minimal customization or social features
Motivations
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Autonomy
Game with the same Autonomy vibe
4"Players have full control over their actions and decisions, including manipulating time freely to rewind, fast forward, and alter sequences."
Timelie
"Players have extensive control over moves across multiple timelines and dimensions, creating new timelines and manipulating past and future states."
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Competence
Game with the same Competence vibe
5"Game demands high skill, precision, and mastery of mechanics; players repeatedly practice and improve to overcome challenges."
Wings of Vi
"The game demands high skill, strategic thinking, and mastery of complex multi-dimensional chess mechanics, with players often feeling challenged and tested."
-
Competition
Game with the same Competition vibe
3"Competitive play is a core aspect, though online population is small; players seek ranked matches and skill-based challenges."
SAMURAI SHODOWN
"Competitive play is present, including AI and multiplayer matches, but the complexity and low online population limit traditional competitive structures."
-
Continuation
Game with the same Continuation vibe
4"Many players report long play sessions, immersion in exploration and building, and habitual play over many hours."
Voyagers of Nera
"Players engage in long, mentally intense sessions with habitual play and deep immersion, often lasting hours and involving multiple timelines."
-
Cooperation
Game with the same Cooperation vibe
-4"The game is primarily a solo experience focused on individual skill and progression, with minimal to no cooperative multiplayer or teamwork."
Get To Work
"The game is primarily a competitive, individual experience with minimal or no cooperative gameplay elements."
-
Creativity
Game with the same Creativity vibe
3"Players can create and modify scenarios using an editor, and make strategic choices that alter historical outcomes, supporting creative gameplay."
Strategic Command WWII: World at War
"Players create new timelines and manipulate game states creatively, though within the structured rules of chess variants."
-
Domination
Game with the same Domination vibe
2"Some players express dominance through skillful play and defeating others, but interactions appear mostly respectful."
Graphwar
"Some elements of exerting superiority exist through complex checkmates and outsmarting opponents, but interactions are generally respectful."
-
Escapism
Game with the same Escapism vibe
4"Players use the game as a mental challenge and immersive distraction, often describing it as absorbing and mind-bending."
Lingo 2
"Many players use the game as a mental escape and distraction, often describing it as a psychological challenge or mind-expanding experience."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily out of interest and intrinsic motivation rather than obligation or external pressure."
Obey the Voice™
"Players engage voluntarily out of interest and intrinsic motivation rather than obligation or external pressure."
-
Experimenting
Game with the same Experimenting vibe
5"The game encourages exploration of mechanics, secrets, and novel approaches to levels and combat."
Cruelty Squad
"The game encourages exploration of novel mechanics, timelines, and strategies, with players frequently experimenting with moves across dimensions."
-
Exploration
Game with the same Exploration vibe
3"Players discover new chess variants, pieces, and badges progressively, fostering curiosity and discovery within the game."
Passant: A Chess Roguelike
"Players explore multiple timelines and parallel boards, discovering new states and possibilities beyond traditional chess."
-
Expression
Game with the same Expression vibe
-3"Minimal customization or avatar personalization; focus is on gameplay rather than self-expression."
Word Play
"Customization and self-expression are minimal; the game focuses on strategic mechanics rather than avatar or environment personalization."
-
Fantasy
Game with the same Fantasy vibe
4"The game features imaginative fiction with time travel, alternate realities, and absurd scenarios."
No Time To Explain Remastered
"The game involves imaginative fiction elements like time travel, multiverse manipulation, and non-realistic chess variants."
-
Fellowship
Game with the same Fellowship vibe
-3"Social features exist but most play is individual with limited community interaction."
BOXVR
"Social interaction is limited; most play is individual or with minimal social connection, though some community exists."
-
Growth
Game with the same Growth vibe
5"Players develop deep knowledge and skills over time, mastering complex systems and improving strategic thinking."
Gary Grigsby's War in the East
"Players develop advanced cognitive skills, strategic thinking, and understanding of complex multidimensional concepts."
-
Health
Game with the same Health vibe
-5"The game is sedentary with no physical activity or health-related features."
Elsinore
"The game is sedentary with no physical activity or health-related features."
-
Idle
Game with the same Idle vibe
-4"Requires continuous attention and focus; not suited for casual or background play."
NINJA GAIDEN Σ2 [NINJA GAIDEN: Master Collection]
"Requires continuous mental focus and attention; not suited for casual or background play."
-
Intimacy
Game with the same Intimacy vibe
-4"Minimal social or emotional connection; interactions are mostly competitive and surface-level."
Star Realms
"Minimal emotional or close social connections; interactions are mostly competitive and surface-level."
-
Leadership
Game with the same Leadership vibe
-4"No leadership or group management roles; gameplay is individual and competitive."
Star Realms
"No leadership or group management roles; gameplay is individual and strategic."
-
Progression
Game with the same Progression vibe
2"Progression is through overcoming challenges and unlocking achievements, but no item collection or upgrades."
Make Good Choices
"Progression occurs through gaining strategic advantage and winning matches, but no item or upgrade accumulation."
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Relaxation
Game with the same Relaxation vibe
-4"The game induces tension, anxiety, and stress rather than relaxation or flow states."
Five Nights at Freddy's
"The game induces mental strain, tension, and psychological challenge rather than relaxation or flow."
-
Sensation
Game with the same Sensation vibe
1"Visuals and audio are decent but not highly stimulating; focus is on cognitive challenge rather than sensory excitement."
The Escaper
"Visuals and audio are decent but not a primary source of sensory stimulation; focus is on cognitive challenge."
-
Status
Game with the same Status vibe
1"Some recognition through multiplayer and leaderboards but limited by small community."
Steel Phantom
"Some recognition through multiplayer and leaderboards, but limited due to niche audience and complexity."
-
Story
Game with the same Story vibe
-5"No narrative or story elements; gameplay is abstract and context-free."
Super Hexagon
"No narrative or story elements; gameplay is abstract and context-free."
-
Strategy
Game with the same Strategy vibe
5"Core gameplay is highly strategic, requiring planning, problem solving, and tactical decision-making."
Sid Meier’s Civilization® VI
"Core gameplay is highly strategic, requiring advanced problem solving and multi-dimensional planning."
-
Thrill
Game with the same Thrill vibe
3"Players experience suspense and excitement from unpredictable chaos and time pressure."
Party Club
"Players experience suspense and excitement from complex, unpredictable moves and multi-timeline checkmates."
-
Value
Game with the same Value vibe
4"Players perceive good value for price due to challenging gameplay and replayability."
Five Nights at Freddy's 2
"Players perceive high value for the price due to unique gameplay and intellectual challenge."
-
Violence
Game with the same Violence vibe
-4"Gameplay focuses on platforming and puzzle-solving rather than combat or destruction."
VVVVVV
"Gameplay focuses on chess piece movement and strategy rather than combat or destruction."
-
Survival
Game with the same Survival vibe
4"Players must avoid obstacles and failure, requiring careful resource (lives/checkpoints) management and defense."
Duet
"Players must avoid checkmate and manage threats across timelines, emphasizing survival and defense."
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Status, Story, Expression. Here, the score leans higher than usual among comparable games on Domination. It leans lower than usual among comparable games on Relaxation, Expression.
How to use the graph
Similar games map
Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.
- Larger dot with a light outline: the game you are viewing.
- Colour: groups of games with comparable motivation patterns (statistical clusters).
- Hover a dot to see the game name; click to open its page.
- Scroll or double-click the chart to zoom out and see more games.
Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.
Last update: 30/04/2026